• Energy Shield: As before, but damage is 4 * bonus rather than 2 * bonus.
• Power: As before.
• Presence: As before, but also adds bonus to the DC of Frightful Presence if applicable. Additionally, you add this bonus to HD or class levels to determine whether enemies can be affected by your Frightful Presence.
• Resistance: As before, but resists 6 * bonus rather than 5 * bonus. At +5 bonus, this becomes energy immunity instead.
• Senses: As before.
• Toughness: As before, but grants 2 * bonus DR/- rather than 1 * bonus DR/magic.
• Vigor: As before.
• Energy: (Dragon Magic) As before.
• Insight: (Dragon Magic) As before, but adds bonus to Intelligence ability checks as well.
• Spell Power: (Dragon Magic) As Aura of Power found there.
• Resolve: (Dragon Magic) As before, but also apply bonus to compulsion and charm effects. Once bonus is +5, grant immunity to all these effects instead.
• Stamina: (Dragon Magic) As before.

Totem Dragon: As before.

Breath Weapon (Su): As before, but uses d8’s rather than d6’s and starts at level 2 with 1d8 damage. This starts as a 15 ft cone or 30 ft line at level 2, but becomes a 30 ft cone or 60 ft line at level 8, a 45 ft cone or 90 ft line at level 14, and a 60 ft cone or 120 ft line at level 20.

Skill Focus: As before.

Natural Armor (Ex): As before, but these bonuses come at levels 2, 7, 12, and 17.

Draconic Adaptation (Ex, Sp, or Su): As before. When sharing your Draconic Adaptation after level 13, you may share it with all allies within your aura’s radius (25 ft + 5 ft per class level).

{table=head]Dragon|

Draconic Adaptation

|

Effect

Black|

Water Breathing (Ex)

|

As before.

Blue|

Ventriloquism (Sp), Ghost Sound (Sp)

|

You can cast Ventriloquism and Ghost Sound as at-will Spell-Like Abilities.

Green|

Water Breathing (Ex)

|

As before.

Red|

Treasure Seeker (Ex)

|

As before.

White|

Icewalker (Ex)

|

As before. You also gain the effects of Spider Climb on icy surfaces.

Brass|

Endure Elements (Sp)

|

As before.

Bronze|

Water Breathing (Ex)

|

As before.

Copper|

Spider Climb (Sp)

|

As before.

Gold|

Water Breathing (Ex)

|

As before.

Silver|

Cloudwalker (Su)

|

You can walk on clouds as if they are solid surfaces. This ability is continuous but may be negated or resumed at will as a free action.

[/table]

Draconic Wings (Ex): At level 2, you grow a set of wings that resemble those of your totem dragon. For now, these wings are weak and cannot carry your full weight in actual flight. These wings can aid in jumping, providing a +10 bonus to Jump checks. If you already have wings, you can decide whether these draconic wings replace your own.

They also allow you to glide in the air, negating fall damage from any height and allowing 20 ft of forward movement for every 5 ft of descent. You glide at a speed of 30 ft (average maneuverability). Even if your maneuverability improves, you cannot hover while gliding. You cannot glide if carrying a heavy load, and your glide speed decreases to 20 ft if carrying a medium load. If you become unconscious or helpless in the air, your wings naturally unfurl and stiffen, causing you to descend in a tight corkscrew that reduces your fall damage to 1d6, regardless of the distance fallen.

At level 7, you are able to fly at a speed of 30 ft with average maneuverability (or 20 ft when carrying a medium load). You cannot fly when carrying a heavy load or while fatigued or exhausted. You can safely fly consecutively for a number of rounds equal to your Constitution modifier. You can exert yourself to fly twice that long but you become fatigued at the end of that flight. You are likewise fatigued if you spend more than 1 minute per class level per day flying. Because you can glide before, after, and between rounds of actual flight, you can stay in the air for extended periods without being fatigued.

By 15th level, you have enough stamina to fly for longer periods. You can fly at 30 ft with average maneuverability (or 20 ft with a medium load) with no more exertion than walking or running. This improves at 19th level so that you fly at a speed of 60 ft with good maneuverability (or 40 ft with a medium load).

Draconic Resolve (Ex): As before.

Touch of Vitality (Su): As before, but use Constitution instead of Charisma to determine how much you can heal.

Energy Immunity (Ex): As before.

Frightful Presence (Ex): At level 9, you gain Frightful Presence similar to that of an actual dragon’s. Whenever you attack, charge, or fly overhead, enemies within a radius of 25 ft + 5 ft per class level are subject to this effect if they have fewer HD than you have class levels. A potentially affected creature must succeed on a Will save (DC 5 + ranks in Intimidate) to become immune to your Frightful Presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the Frightful Presence of other dragons.

Dragon Ally (Sp): At 11th level, you gain the ability to call a dragon to do your bidding in exchange for payment. You can now cast Lesser Dragon Ally (Spell Compendium) as a Spell-Like Ability once per week. Your caster level is equal to your class level and you do not need to pay the XP cost for the spell. The called dragon must be of the same type as your totem dragon. You still must pay the requisite amount of payment for the dragon’s services, but you need only pay half the amount listed by the spell. While bargaining, you may attempt to further reduce the price by half by succeeding on a Diplomacy or Intimidate check opposed by the dragon’s Sense Motive, but a failure means you double the price instead (to the original value listed in the spell description).

At level 14, this ability improves to become Dragon Ally instead of Lesser Dragon Ally, allowing you to call a dragon of up to 18 HD rather than 15 HD. At 17th level, this improves even more to become Greater Dragon Ally, allowing you to call a dragon of up to 22 HD. Finally, this takes its ultimate form at 20th level, allowing you to call a dragon of up to 25 HD rather than 22. You still can only use this ability once a week and you still need not pay the XP cost for the spell.

Blindsense (Ex): At level 12, you gain Blindsense extending up to 30 ft. This improves to Blindsense 60 at level 18.

Greater Adaptation (Ex or Sp): At level 13, you gain a greater form of your Draconic Adaptation, allowing you a further ability based on your dragon totem. This Greater Adaptation may not be shared with allies. Your caster level for all Spell-Like Abilities is your class level and the DC is 10 + spell level + Cha modifier.

{table=head]Dragon|

Greater Adaptation

|

Effect

Black|

Deeper Darkness (Sp)

|

You can cast Deeper Darkness as an at-will Spell-Like Ability.

Blue|

Minor Image (Sp)

|

You can cast Minor Image as an at-will Spell-Like Ability.

Green|

Water Wings (Ex)

|

You gain a swim speed of 60 ft.

Red|

Locate Object (Sp)

|

You can cast Locate Object as an at-will Spell-Like Ability.

White|

Freeze Surface (Sp), Chill Metal (Sp)

|

You can cast Freeze Surface and Chill Metal as at-will Spell-Like Abilities. Freeze Surface is as Grease, except can only be cast in an area, covers a 20 ft square, lasts 1 min/level, counts as a 2nd level spell, and causes the surface to be icy and frozen (for Icewalker).

Brass|

Speak with Animals (Sp), Tongues (Sp)

|

You can cast Speak with Animals and Tongues as at-will Spell-Like Abilities (self only).

Bronze|

Water Wings (Ex)

|

You gain a swim speed of 60 ft.

Copper|

Stone Shape (Sp)

|

You can cast Stone Shape as an at-will Spell-Like Ability.

Gold|

Daylight (Sp)

|

You can cast Daylight as an at-will Spell-Like Ability.

Silver|

Fog Cloud (Sp)

|

You can cast Fog Cloud as an at-will Spell-Like Ability.

[/table]

Commune with Dragon Spirit (Sp): As before, but you receive one question per class level. You may ask these questions separately over the course of a week, as long as the total over any given 7 days does not exceed your class level.

Double Aura (Su): At level 20, you gain the ability to emanate two different draconic auras at the same time. When you spend a swift action to change your aura, you may select two different auras and activate both in the same action. Both auras take effect as normal.